ZyroMane: Healing is turtling.™ Compromise: the healer is the tank—heh. Honestly the remarks about tanks made me remember some holy trinity forum wars. I am of the support not healer camp. I don't want tank bots that can't tear down the side of a barn either. If tanks and healers are also damage dealers, what's the dd's job? Ah, there's a reason the trinity is mostly a bane to game design. Worse yet is all the MMOs that strongly encourage the user to play as a dd for twenty-plus hours before being allowed to play something different. There's already the problem of the vast majority of players preferring damage, why make it worse?
From the standpoint of a high-attrition game, the situation with tanking/support versus healing looks something like this:
* Healing is going to require a resource. How much of the resource depends on the healing ability, but as a rule it makes sense for even weak healing to cost something.
* The most efficient healing spell might not be the most powerful; sometimes, a weak healing spell is best if you're healing outside of combat. You can have a strong healing spell be more efficient; this encourages the player to wait until HP is low before healing, creating more risk (at the cost of conserving resources).
* Typically, healing is best saved for after combat, as there's also the cost of a turn when you do heal during combat. The turn cost is a rather important factor here, as turns are often the most important resource in turn-based games. One can throw this on its head by making healing spells more efficient during combat (FF9 does this, for example); at this point, one may then want to get their healing done in safer encounters. You see some of this with free healing effects (like FF1's Heal Staff/Helmet), but I'd be careful before putting such things in a game that's supposed to be high attrition.
* Tanking and defensive support aims to reduce the damage received. If balanced properly, than either this will save more resources (in terms of healing that ends up being no longer necessary), or it will make a problem enemy manageable (for example, by mitigating enemy spike damage down to a more manageable amount, or making your party immune to that one nasty attack the enemy has). Otherwise, the spell ends up being just for boss fights (or useless if it doesn't work in boss fights).
* Giving a healer some powerful damage spells creates an interesting situation. Do you blast the enemies with your attack spells to kill them quickly (a reasonable choice if you're facing a problem enemy), or do you save your MP for healing? If you use that powerful attack spell all the time, you're going to run out before dungeon's end, and won't have enough MP to heal if you need to. (And if you're poisoned and have no Cure Poison spells/items left, then you're in trouble; *that* is one scary situation.)
ZyroMane: Worse yet is all the MMOs that strongly encourage the user to play as a dd for twenty-plus hours before being allowed to play something different. There's already the problem of the vast majority of players preferring damage, why make it worse?
Wait, there are MMOs that do this?
ZyroMane: But, let it be said, that the best of cRPG is a goodly mix of exploration, puzzle, strategy, and simulation.
I'd argue that, when you start putting puzzles into an RPG, the game starts being less of a pure RPG and more of am advemture/RPG or puzzle/RPG hybrid, depending on the nature of the puzzles.
(Case in point: I don't know if you're familiar with Lufia 2, but that game is very clearly a puzzle/RPG hybrid.)
Also, many simulation elements either, depending on how they're balance, either:
* Don't add anything other than busywork to the game.
* Turn the game into a hybrid of some sort.
For example, the need to eat food. In some games where this mechanic is found (Ultima 3+, Dungeon Master), it's just a minor annoyance (although Ultima 7's need to manually feed your characters is particularly obnoxious, especially when you factor in the game's atrocious inventory system). On the other hand, if you make food scarce, to the point where finding food is a major aspect of the game's challenge, then you now have a survival RPG rather than a pure RPG, and that single decision can drastically change the feel of the game.